Deck total
4 Aces (44) + 4 Tens (40) + 4 Kings (16) + 4 Queens (12) + 4 Jacks (8) = 120 points. The 9, 8, and 7 in every suit carry no point value.
Fast table reference
The 5-handed, call-an-ace game for people who keep forgetting that every Queen is trump. Trump and fail order, picking and calling, coin scoring, and what happens when nobody picks.
Round flow
The trump suit
Trump beats every fail card. Within trump, this is the pecking order from highest to lowest. Queens outrank Jacks, Jacks outrank the diamonds, and the four Queens (then four Jacks) rank by suit: clubs > spades > hearts > diamonds.














The fail suits
Once you remove every Queen and Jack (they're trump), three short fail suits remain. Diamonds is not a fail suit — all six diamonds are trump. Within a fail suit the order high to low is Ace, Ten, King, 9, 8, 7. A fail card only wins a trick if no trump is played and it's the highest of the led suit.


















Card points
Point values are identical whether the card is trump or fail — what changes is its power to win the trick. There are exactly 120 points; a side needs 61 to take the hand.
4 Aces (44) + 4 Tens (40) + 4 Kings (16) + 4 Queens (12) + 4 Jacks (8) = 120 points. The 9, 8, and 7 in every suit carry no point value.
61% of the points live in Aces and Tens alone. Capturing or protecting those — and burying point cards safely as picker — usually decides the hand more than counting tricks.
Finding a partner
The partner must play the called ace the first time its suit is led, and may never discard it on a different suit. The picker can "call the partner out" by simply leading the called suit.
The picker may not bury a card of the called suit — you have to keep your link to the partner. (You also obviously can't bury the called ace; you don't hold it.)
Round scoring
After the 6 tricks, each side adds up captured card points (the picker's buried cards count for the picker's team). The thresholds:
A side is schneidered when it's held to 30 or fewer (the other side took 91+). Schwarz ("no-tricker") is winning every trick — note you can score 120 points but still only be a single+schneider if the other side stole even one pointless trick. Payouts scale single → double → triple, and the picker always carries double the partner's stake.
| Result for the picker's team | Picker | Partner | Each of 3 opponents | Coins / opponent |
|---|---|---|---|---|
| Win · 61–90 | +2 | +1 | −1 | 25¢ |
| Win schneider · 91–120 | +4 | +2 | −2 | 50¢ |
| Win schwarz · all 6 tricks | +6 | +3 | −3 | 75¢ |
| Lose · 31–60 | −2 | −1 | +1 | 25¢ |
| Lose schneidered · 0–30 | −4 | −2 | +2 | 50¢ |
| Lose schwarz · won no trick | −6 | −3 | +3 | 75¢ |
One point is a quarter. A normal hand moves 25¢ per opponent: each of the three loses 25¢, the partner wins 25¢, the picker wins 50¢ — a wash across the table. Double it for a schneider (50¢), triple for a schwarz (75¢).
No partner means 1 vs 4. The picker settles with all four opponents at the same per-opponent rate: a normal solo win is +4 for the picker and −1 for each opponent ($1.00 swing). Schneider and schwarz still double and triple.
Nobody picked
When all five players pass, the blind is set aside untouched and the hand is played as a Leaster. There are no teams — it's five solo players.
Trump and fail order are exactly the same. But now you want to lose tricks: the player who collects the fewest card points wins the hand.
You're only eligible to win the Leaster if you took at least one trick. Take zero tricks and you can't win, no matter how clean your pile — this stops everyone from simply dumping.
Whoever wins the final (6th) trick adds the two blind cards to that trick's points — which can sink an otherwise-winning hand. So the last trick is the one to dodge.
House add-ons
None of these are required to play. They're the most common extras — pick the ones your table enjoys and ignore the rest. Anything that "doubles the hand" multiplies the whole point/coin payout for that round.
Before the first card is led, an opponent who likes their hand may crack to double the stakes. The picker's side may re-crack (×4), and the defense may crack back again (×8). Each crack stacks on top of any schneider/schwarz multiplier.
A player dealt both black Queens (Q♣ + Q♠) may declare a blitz at the start of the hand for an extra doubler. Some tables let only the defense blitz; others allow the picker too. Declare it before the opening lead.
Variants for when the picker can't make a clean ace call: call an "unknown ace" (announce a partner exists but keep the suit hidden under the blind), or allow calling a Ten of a fail suit when the picker holds the matching ace. Spells out exactly one of these and stick with it.
An alternative to calling: whoever holds the Jack of Diamonds is automatically the secret partner. Simpler than calling an ace, but the partner is random rather than chosen. Pick one partner system per game — don't mix.
Don't want Leasters at all? Play forced pick: the last player (the dealer, or the player who'd otherwise pass last) must pick the blind. Mutually exclusive with Leasters — choose one.
Some tables penalize a player who could clearly pick but "walls up" (mauers) and passes, or charge a small ante into a pot that the next picker's winner takes. Purely optional spice.
Edge cases